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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Changing Theme 
It's normal that QuArK finds holes in the map without being it? I brushing in TB but when I open QuArK to Qbsp and test, sometimes said "there is a hole in your map" and time later I do not move any brush, I change a trigger config and it back to Works in qbsp. 
Bad Quark 
Quark stores no floater points on brushes, so every time reloading the map it slightly differ integers. So mostly there is that message.

Better take a "better" editor, took time to use GtkRadiant or TB.
There is the option to select all verts and force them to grit. 
Put Monsters In 
1. In such a way you think it'll be fun.

2. Play map.

3. Alt tab out if you think of a way it could be more fun.

4. Make change in editor.

5. Alt tab back to game.

6. Repeat step 3.

7. Once level is complete, recompile.

1. Repeat from 1.

This is the recipe for getting good. 
Ok And Thanks 2 (2) 
MadFox: GtkRaadiant have visible grid lines? 
Great Advice Ijed! 
 
 
i just fill every available space with monsters. 
And Don't Forget About Spawns 
 
 
what trigger I need for an Introduction changelevel???...... or what specific???... 
<--- 
But actually you all ended up giving me an idea. Let's see if it works.

Also, what Qmaster said. 
 
GtkRadiant1.4 has several coloured grid settings, I prefer white lines on black.

Introduction changelevel?
Put in a trigger_multiple, add a corresponding trigger brush, and fill in a short message.
Or if you ment tigger_changelevel and fill in the map you want to continue with, e1m2. 
Reply: MadFox 
When you enter to a level from start.bsp, appears "loading".
But when you enter from a single map, appears "kills 13/13, secrets 2/3".

I don't know what to put in the Introduction(start) for going to e1m1. 
 
Yeah, start.map has no intermission screen. How does that work again? 
 
I think it's "spawnflags" "1" on the trigger_changelevel for no intermission 
Lol 
"Intermission": Solved trouble!
that's I complicate me with the language.
I use google trans but I don't believe so much in it. 
I Forgot How Doors Work 
... apparently. I could have sworn that when I previously made a brush into a func_door in TB, it would move (or "open") when the player approached it if I didn't tinker with the default entity values.

Now I've just made two bog-standard door-shaped brushes inside an arch and turned both into func_door, and when my player character approaches or even touches them, nothing happens. Each func_door is 64 units wide and "lip" is set to 8. I've tried changing "lip" to a different value and changing "angle" to a different value, but to no avail. Am I missing something obvious? 
 
Try creating simple box, make it func_door and test. If it works - start adding keys and check if any will break it. 
 
Did you add a targetname? 
Make Sure Toggle Isn't Checked. 
A door "not opening" is usually because it has a targetname like necros stated. Do not give the func_door any keys except for an angle for testing. 
In Case Of Any Problem With Func_door 
check 'Don't link' spawnflag. It usually fixes all problems if door doesn't open (if there are other doors nearby) 
And The Old Chestnut 
The is_linked flag breaks double doors if turned on and they're targeted. 
Thanks For All The Answers 
No I did not add a targetname. I did not touch the default entity settings at all (except for changing the angle and lip in desperation, but this was after things didn't work).

I didn't link them either, at least not as far as I know. What should the "Key" and "Value" fields be for unlinked doors? 
 
linking is automatic.

first, put the 'door don't link' flag on both of the doors, test and see if it moves. 
Err, I Don't Know How To Do That. 
In TB, there are these "Key" and "Value" columns, e.g. "classname" (Key) and "worldspawn" (Value). Which Key/Value combination should I specify to put a 'door don't link' flag on both doors? (Sorry to have to ask you to re-explain).

What I did try in the mean time was to turn one of the func_doors back into a world brush, figuring that if there's just one, there's no way it could be linked. But that didn't solve the problem either... 
 
total newbie

spawnflag 4 is what they mean 
Thanks, 5th 
That didn't work either, though. Odd. 
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